129 lines
4.6 KiB
GDScript
129 lines
4.6 KiB
GDScript
class_name Game
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extends Node3D
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# Takes care of game state including
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# * player state
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# * current level
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# * player-world state (i.e. which items were picked up in the level)
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signal item_picked_up(node_path:NodePath)
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@onready var camera = %Camera
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@onready var player:Player = %Player
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@onready var build_system:BuildSystem = %BuildSystem
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var picked_up_level_items:Array[NodePath] = []
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var level = null
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var _player_camera_offset:Vector3 = Vector3.ZERO
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# Called when the node enters the scene tree for the first time.
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func _ready():
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_player_camera_offset = camera.global_position - player.global_position + Vector3.UP * 1
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picked_up_level_items.clear()
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level = get_node("Level")
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register_item_pickups()
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(_delta):
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if build_system.is_active:
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player.process_mode = Node.PROCESS_MODE_DISABLED
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else:
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player.process_mode = Node.PROCESS_MODE_ALWAYS
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camera.global_position = player.global_position + _player_camera_offset
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camera.look_at(player.global_position)
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func register_item_pickups() -> void:
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# When saving a game we need to know which items were picked up.
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for pickup_item in get_tree().get_nodes_in_group("pickup_item"):
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pickup_item.connect("item_picked_up", on_item_pickup)
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func on_item_pickup(node_path:NodePath):
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picked_up_level_items.append(node_path)
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item_picked_up.emit(node_path)
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func load_level(level_resource_path:String) -> void:
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var level_resource = load(level_resource_path) as PackedScene
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var level_node = get_node("Level") as Node3D
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assert(level_node != null)
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level_node.queue_free()
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remove_child(level_node)
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level = level_resource.instantiate()
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name = "Level"
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add_child(level)
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register_item_pickups()
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func save_game(game_profile_path:String):
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var save_data:SaveGameResource = SaveGameResource.new()
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save_data.level = level.scene_file_path
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save_data.level_pickup_items = picked_up_level_items
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save_data.player_transform = player.global_transform
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for node:Node in get_tree().get_nodes_in_group("quest_state"):
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save_data.quest_states[node.name] = {}
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for property in node.get_property_list():
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if (property.usage & PROPERTY_USAGE_STORAGE != 0) and (property.usage & PROPERTY_USAGE_SCRIPT_VARIABLE) != 0:
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save_data.quest_states[node.name][property.name] = node.get(property.name)
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for item_stack in player.inventory.get_item_stacks():
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save_data.inventory.append({"item": item_stack.item, "count": item_stack.count})
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for structure:BuiltStructure in get_tree().get_nodes_in_group("built_structure"):
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var built_structure_resource = BuiltStructureResource.new()
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built_structure_resource.global_transform = structure.global_transform
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built_structure_resource.item = structure.item
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var item_array = save_data.built_structures.get_or_add(structure.item, [])
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item_array.append(structure.global_transform)
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print("Saving game: " + game_profile_path + "/savegame.tres")
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ResourceSaver.save(save_data, game_profile_path + "/savegame.tres")
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func load_game(game_profile_path:String) -> void:
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print("Loading game: " + game_profile_path + "/savegame.tres")
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var save_data:SaveGameResource = load(game_profile_path + "/savegame.tres") as SaveGameResource
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load_level(save_data.level)
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player.global_transform = save_data.player_transform
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player.init_look_target_direction()
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# Quest state
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for quest_state:Node in get_tree().get_nodes_in_group("quest_state"):
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for property in quest_state.get_property_list():
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if (property.usage & PROPERTY_USAGE_STORAGE != 0) and (property.usage & PROPERTY_USAGE_SCRIPT_VARIABLE) != 0 and (save_data.quest_states.has(quest_state.name)) and (save_data.quest_states[quest_state.name].has(property.name)):
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quest_state.set(property.name, save_data.quest_states[quest_state.name][property.name])
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# Inventory
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player.inventory.clear()
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var inventory_item_stacks:Array[ItemStack] = player.inventory.get_item_stacks()
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assert(inventory_item_stacks.size() >= save_data.inventory.size())
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for i in range(save_data.inventory.size()):
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inventory_item_stacks[i].item = save_data.inventory[i]["item"]
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inventory_item_stacks[i].count = save_data.inventory[i]["count"]
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# Picked up items
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for item_path in save_data.level_pickup_items:
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if get_tree().root.has_node(item_path):
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var item_node = get_tree().root.get_node(item_path)
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picked_up_level_items.append(item_path)
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item_node.queue_free()
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# Built structures
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for item:ItemResource in save_data.built_structures.keys():
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var item_transform_array = save_data.built_structures[item] as Array[Transform3D]
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for structure_transform in item_transform_array:
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build_system.build_structure(item, structure_transform)
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